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University of Florida Thesis Or Dissertation Formatting DESIGNING GENDER: MODDING AND COMMUNITY IN MINECRAFT By KELLY TRAN A THESIS PRESENTED TO THE GRADUATE SCHOOL OF THE UNIVERSITY OF FLORIDA IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR THE DEGREE OF MASTER OF ARTS UNIVERSITY OF FLORIDA 2013 1 © 2013 Kelly Tran 2 To John and Annette Tran 3 ACKNOWLEDGMENTS I would like to thank my committee chair Ben DeVane for all of his guidance and support while writing my thesis and throughout my graduate experience. I would also like to thank professor Angelos Barmpoutis for always being available to provide assistance and feedback. I also want to thank Sean Duncan, James Oliverio and Anna Williams for their advice and help when I needed it. Finally, much appreciation is due to Jared Blanchard for his endless support and encouragement. 4 TABLE OF CONTENTS page ACKNOWLEDGMENTS .................................................................................................. 4 LIST OF FIGURES .......................................................................................................... 7 ABSTRACT ..................................................................................................................... 8 DESIGNING GENDER: MODDING AND COMMUNITY IN MINECRAFT ....................... 8 INTRODUCTION ........................................................................................................... 10 Minecraft ................................................................................................................. 12 Modding and Making with Minecraft ....................................................................... 13 Gender, Modding and Design Literacy: A Provisional Framework .......................... 14 Games as Literacy Practice .............................................................................. 15 Games as Procedural Rhetoric ........................................................................ 18 Minecraft as Gendered Play Space .................................................................. 19 Method: Women, Modding and Minecraft ............................................................... 21 Minecraft and STEM ......................................................................................... 23 The Forums ...................................................................................................... 23 Demographics .................................................................................................. 25 Mods for Discussion ......................................................................................... 26 GENDER SELECTION MOD ........................................................................................ 29 Learning and Development ..................................................................................... 30 Rewriting Gender Portrayals ................................................................................... 34 Real Life Gender ..................................................................................................... 36 Interview: Gender Selection Mod ............................................................................ 38 Gender and Sound Design ............................................................................... 39 Further Mods .................................................................................................... 40 TEXTUREGIRL ............................................................................................................. 42 Learning and Development ..................................................................................... 43 “For Girls” ................................................................................................................ 47 Masculine disapproval ............................................................................................ 49 Real-life gender ...................................................................................................... 53 Interview: TextureGirl .............................................................................................. 54 DISCUSSION ................................................................................................................ 58 Meaning .................................................................................................................. 59 Collaborative Learning ............................................................................................ 61 Gender and Access ................................................................................................ 61 5 CONCLUSION .............................................................................................................. 64 Limitations ............................................................................................................... 65 Further Technical Applications ................................................................................ 66 Designing Future Spaces ........................................................................................ 67 LIST OF REFERENCES ............................................................................................... 71 BIOGRAPHICAL SKETCH ............................................................................................ 73 6 LIST OF FIGURES Figure page 1-1 Screenshot of the game Minecraft. Taken in-game. .......................................... 13 1-2 The modding section of the official Minecraft forums, with various subsections......................................................................................................... 25 3-1 The game without a texture pack installed. ........................................................ 56 3-2 The same picture, with this texture pack installed. ............................................. 57 7 Abstract of Thesis Presented to the Graduate School of the University of Florida in Partial Fulfillment of the Requirements for the Degree of Master of Arts DESIGNING GENDER: MODDING AND COMMUNITY IN MINECRAFT By Kelly Tran May 2013 Chair: Ben DeVane Major: Digital Arts and Sciences The fan communities around video games can be valuable spaces for learning. While skills such as programming and digital art creation are often tedious to learn on one's own, they are much more easily learned with the motivation of creating a mod (modification) for a favorite video game. Mods are user created add-ons to games that can change its art or mechanics. Creating this type of content for video games requires technical knowledge, and so creating it can lead to an increased digital literacy as well as spark interest in technology careers. These digital skills will become increasingly important in the new global information economy. However, men are generally more involved than women in both playing video games and participating in their fan communities. This means that men might be benefitting from these communities more than women. I am looking at one game which has a fairly sizeable female fan base in order to see how women are playing the game, participating in the community, and creating content: the Swedish game Minecraft. I looked specifically at how women participated in the community and whether or not they were creating content for the game. 8 I chose two mods created by female fans as case studies. I looked at whether or not these women were learning technical skills. I observed the interactions on the forums on which these mods were posted and interviewed these women in order to draw conclusions about how women are participating the community. 9 CHAPTER 1 INTRODUCTION Despite attempts to bring awareness to the gender gap in science and technology careers, there continues to be a large disparity between the number of men and women in STEM (Science, Technology, Engineering, and Mathematics) careers. While women now hold 48% of all jobs in the U.S., they hold only 24% of STEM careers. (“STEM,” 2011). The question is, why are women not entering science and technology careers, and what can be done to get them interested? Women continue to be underrepresented in this area despite making strides in other previously male dominated fields. At the same time, the gender gap would appear to be closing in one area of technology: video games. Women are playing now more than ever before, with women comprising 47% of all video game players (“Game Player Data,” 2012). However, even though women are playing more video games than ever before, there continues to be a disparity in both the types of games that women play and the ways in which games are marketed to men and women. There persists a tendency of branding certain games as being for women; or, worse yet, not for women. Such branding is done either explicitly or through subtler signaling. How do these two seemingly unrelated tendencies— the continued separation of female gamers and the lack of women in STEM careers— work together? The central issue here is that often video games stimulate interest in programming, software creation and other modes of design thinking. For young gamers, they serve as an introduction to the exciting possibilities offered by these fields. Video games introduce players to many crucial aspects of digital technology, and can both create and validate 10 an interest in such careers. Furthermore, it is becoming increasingly accepted by researchers and educators that games are indeed valuable for learning. As Barab (2012) explains, “society seems to be questioning less and less as to whether learning occurs in games,
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